Note the data types checked in the client
Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -67,6 +67,10 @@ virtual methods, IMVU's code only uses an engine through helpers that call its v
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colors; vertex buffers are made with a stride, element size and count, dynamic ones filled later through the
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colors; vertex buffers are made with a stride, element size and count, dynamic ones filled later through the
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buffer's own `update`. The objects an engine creates (buffers, textures, render targets) are declared in
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buffer's own `update`. The objects an engine creates (buffers, textures, render targets) are declared in
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`include/t5de/imvu/resources.hpp`; IMVU's code deletes them through their virtual destructors.
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`include/t5de/imvu/resources.hpp`; IMVU's code deletes them through their virtual destructors.
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- Checked in the client with the pass-through's logged arguments: a right-handed perspective projection (45 degree
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vertical field of view, Direct3D's 0 to 1 depth) and an orthographic one for 2D, orthonormal view rotations,
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opaque clear colors, ambient light with zero alpha, linear fog (1 to 50), scrolling texture transforms. Furniture
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vertices are interleaved: positions and normals are 12-byte elements 32 bytes apart, so strides matter.
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- Still unknown: point sprites (`drawPointSprites`, particles), render targets, `CompoundRegion` (texture update
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- Still unknown: point sprites (`drawPointSprites`, particles), render targets, `CompoundRegion` (texture update
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regions), `newRenderTexture`'s flags, and what `beginRendering` does with a null target. MSVC orders overloaded
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regions), `newRenderTexture`'s flags, and what `beginRendering` does with a null target. MSVC orders overloaded
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virtual methods unlike their declaration, so our declarations never overload virtual methods.
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virtual methods unlike their declaration, so our declarations never overload virtual methods.
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